aboutsummaryrefslogtreecommitdiffstats
path: root/tests/benchmarks/renderer/tst_renderer.cpp
blob: 480eb8a41e5b6b36c82755fa78e6fd9e93aa14b8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only

#include <QtTest>

#include <QtCore/qvector.h>

#include <ssg/qssgrendercontextcore.h>

#include <QtQuick3DRuntimeRender/private/qssgrenderer_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderbuffermanager_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercodegenerator_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrhicustommaterialsystem_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
#include <QtQuick3DRuntimeRender/private/qssgdebugdrawsystem_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderroot_p.h>
#include <QtQuick3D/private/qquick3dscenemanager_p.h>

class tst_renderer : public QObject
{
    Q_OBJECT

public:
    tst_renderer();
    ~tst_renderer() = default;

private Q_SLOTS:
    void initTestCase();
    void bench_prep();
    void bench_dynamic_remove();
    void bench_dynamic_add();

private:
    QRhi *rhi = nullptr;
    std::shared_ptr<QSSGRenderContextInterface> renderContext;
    QSharedPointer<QQuick3DSceneManager> sceneManager;
    QQuick3DWindowAttachment *wa = nullptr;

    QString meshPath;
    int modelCount = 0;
    QSSGRenderCamera camera{ QSSGRenderCamera::Type::OrthographicCamera };
    QSSGRenderLayer layer;

    struct AddPair
    {
        QSSGRenderNode *parent = nullptr;
        QSSGRenderNode *child = nullptr;
    };

    std::vector<QSSGRenderNode *> remove;
    std::vector<AddPair> add;
};

tst_renderer::tst_renderer()
{
}

void tst_renderer::initTestCase()
{
    sceneManager.reset(new QQuick3DSceneManager);

    rhi = QRhi::create(QRhi::Null, nullptr);
    QRhiCommandBuffer *cb;
    rhi->beginOffscreenFrame(&cb);

    std::unique_ptr<QSSGRhiContext> rhiContext = std::make_unique<QSSGRhiContext>(rhi);
    QSSGRhiContextPrivate::get(rhiContext.get())->setCommandBuffer(cb);

    renderContext = std::make_shared<QSSGRenderContextInterface>(std::make_unique<QSSGBufferManager>(),
                                                                 std::make_unique<QSSGRenderer>(),
                                                                 std::make_shared<QSSGShaderLibraryManager>(),
                                                                 std::make_unique<QSSGShaderCache>(*rhiContext),
                                                                 std::make_unique<QSSGCustomMaterialSystem>(),
                                                                 std::make_unique<QSSGProgramGenerator>(),
                                                                 std::move(rhiContext));

    wa = new QQuick3DWindowAttachment(nullptr);
    wa->setRci(renderContext);
    sceneManager->wattached = wa;

    wa->rootNode()->addChild(layer);
    layer.rootNode = wa->rootNode();

    meshPath = qEnvironmentVariable("tst_mesh", "#Cube");

    bool ok = true;
    int n = qEnvironmentVariableIntValue("tst_count", &ok);
    if (!ok)
        n = 22; // 22^3 = 10648 models

    modelCount = n * n * n;

    Q_ASSERT(n > 0 && n <= 100); // Note: Models = count^3

    const float spacing = 20.0f;
    const float offset = -spacing * float(n) * 0.5f;

    layer.explicitCameras.resize(1);
    layer.explicitCameras[0] = &camera;

    const auto &renderer = renderContext->renderer();
    const auto viewport = QRect(QPoint(), QSize(800,600));
    renderer->setViewport(viewport);
    renderer->setScissorRect(viewport);

    QSSGRenderNode *parent = &layer;
    size_t counter = 0;
    for (int x = 0; x != n; ++x) {
        for (int y = 0; y != n; ++y) {
            for (int z = 0; z != n; ++z) {
                ++counter;
                // Set-up model
                QSSGRenderModel *model = new QSSGRenderModel;
                // Each 4th model we'll change the parent
                if (counter % 4 == 0) {
                    parent->addChild(*model);
                    parent = model;
                } else {
                    parent->addChild(*model);
                }

                // Every 50th model we'll put in the remove list
                if (counter % 50 == 0)
                    remove.push_back(model);

                model->meshPath = QSSGRenderPath("#Cube");
                model->localTransform.translate(QVector3D((float(x) + offset) * spacing,
                                                          (float(y) + offset) * spacing,
                                                          (float(z) + offset) * spacing));

                // Set-up material
                QSSGRenderDefaultMaterial *mat = new QSSGRenderDefaultMaterial;
                mat->color = QVector4D(1.0f, 0.0f, 0.0f, 1.0f);
                mat->opacity = (z % 2) ? 1.0f : 0.5f;
                mat->lighting = QSSGRenderDefaultMaterial::MaterialLighting::NoLighting;

                model->materials.push_back(mat);
            }
        }
    }

    // Manually mark the layer dirty (The layers are marked dirty during sync)
    layer.markDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
}

void tst_renderer::bench_prep()
{
    QVERIFY(!layer.children.isEmpty());
    const auto &renderer = renderContext->renderer();
    QBENCHMARK {
        renderer->beginFrame(layer);
        renderer->prepareLayerForRender(layer);
        renderer->endFrame(layer);
    }
}

void tst_renderer::bench_dynamic_remove()
{
    // Here we'll benchmark what the cost is when the
    // the scene is adding a node each frame.
    QVERIFY(!layer.children.isEmpty());
    const auto &renderer = renderContext->renderer();
    QBENCHMARK {
        // Remove a model
        if (remove.size() > 0) {
            QSSGRenderNode *model = remove.back();
            remove.pop_back();
            QSSGRenderNode *parent = model->parent;
            parent->removeChild(*model);
            add.push_back({parent, model});
            // Manually mark the layer dirty (The layers are marked dirty during sync)
            layer.markDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
        }

        renderer->beginFrame(layer);
        renderer->prepareLayerForRender(layer);
        renderer->endFrame(layer);
    }
}

void tst_renderer::bench_dynamic_add()
{
    // Here we'll benchmark what the cost is when the
    // the scene is removing a node each frame.
    QVERIFY(!layer.children.isEmpty());
    const auto &renderer = renderContext->renderer();
    QBENCHMARK {
        // Add a model back
        if (add.size() > 0) {
            auto [parent, child] = add.back();
            add.pop_back();
            parent->addChild(*child);
            // Manually mark the layer dirty (The layers are marked dirty during sync)
            layer.markDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
        }

        renderer->beginFrame(layer);
        renderer->prepareLayerForRender(layer);
        renderer->endFrame(layer);
    }
}

QTEST_APPLESS_MAIN(tst_renderer)

#include "tst_renderer.moc"